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Issue with Separate Layers #7

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morgenthum opened this issue Nov 15, 2023 · 2 comments
Open

Issue with Separate Layers #7

morgenthum opened this issue Nov 15, 2023 · 2 comments

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@morgenthum
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I am developing an RTS game using Bevy with the Rive plugin for handling animations. I've encountered a problem concerning the selection and deselection of a building in the game. The selection logic (triggered by the S key) and building animation (triggered by the B key) are implemented. The issue arises in the way these interactions are handled across different layers: the selection logic is implemented in a separate layer from the main logic layer.

The building is expected to be selected when I press S and deselected when I press it again. However, the building remains marked as selected until I press the B key for the building animation at least once. This issue with the S and B logic in separate layers is just an isolated example within my project.

Expected Behavior:
Pressing S in the selection layer should select the building, and pressing it again should deselect it, regardless of the state of the building animation in the main layer.

Actual Behavior:
The building remains selected until I activate the building animation with the B key at least once, even after pressing S to deselect.

Code for reproduction:

use bevy::{prelude::*, render::render_resource::Extent3d, window};
use rive_bevy::{RivePlugin, SceneTarget, SpriteEntity, StateMachine, RiveStateMachine};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(RivePlugin)
        .add_systems(Startup, setup_animation)
        .add_systems(Update, (window::close_on_esc, update))
        .run()
}

fn setup_animation(
    mut commands: Commands,
    mut images: ResMut<Assets<Image>>,
    asset_server: Res<AssetServer>,
) {
    let mut image = Image::default();

    image.resize(Extent3d {
        width: 128,
        height: 128,
        ..default()
    });

    let image_handle = images.add(image.clone());

    commands.spawn(Camera2dBundle { ..default() });

    let sprite_entity = commands
        .spawn(SpriteBundle {
            texture: image_handle.clone(),
            transform: Transform::from_scale(Vec3::splat(1.0)),
            ..default()
        })
        .id();

    let state_machine = StateMachine {
        riv: asset_server.load("genesis.riv"),
        ..default()
    };

    commands.spawn(state_machine).insert(SceneTarget {
        image: image_handle,
        sprite: SpriteEntity {
            entity: Some(sprite_entity),
        },
        ..default()
    });
}

fn update(input: Res<Input<KeyCode>>, query: Query<&mut RiveStateMachine>) {
    let state_machine = query.single();

    if input.just_pressed(KeyCode::C) {
        state_machine.get_number("progress").unwrap().set(100.0);
    }

    if input.just_pressed(KeyCode::S) {
        let mut selected = state_machine.get_bool("selected").unwrap();
        selected.set(!selected.get());
    }

    if input.just_pressed(KeyCode::B) {
        let mut build = state_machine.get_bool("build").unwrap();
        build.set(!build.get());
    }
}

Important: You need to press C first after application startup, to show the "building".

Attachments:
genesis.rev.txt
genesis.riv.txt

I had to rename with .txt extension to attach to issue.

Dependencies of Cargo.toml:

[dependencies]
bevy = "0.12.0"
rive-bevy = { git = "https://github.com/rive-app/rive-bevy" }
@dragostis
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Contributor

@morgenthum, thank you for reporting. Have you verified the behavior in the editor to make sure it runs correctly?

In any case, I'll take a look at it next week.

@morgenthum
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Yes is works fine in the rive editor. Thank you! 🙂

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